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EDuke32 2.0 and Polymer!  "talk about the wonders of EDuke32 and the new renderer"

#5900

Just downloaded the latest eduke32 build. Not sure why but my AVG didn't seem to like it until I turned off CyberCapture.

Other than that, I can't see any problems. I'll let you guys know if anything comes up.
0

User is offline   TerminX 

  • el fundador

  #5901

View Postdarkprince227, on 26 July 2018 - 11:12 AM, said:

Just downloaded the latest eduke32 build. Not sure why but my AVG didn't seem to like it until I turned off CyberCapture.

Other than that, I can't see any problems. I'll let you guys know if anything comes up.

Did you download the 32-bit version or the 64-bit version?
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#5902

View PostTerminX, on 26 July 2018 - 01:25 PM, said:

Did you download the 32-bit version or the 64-bit version?


It was the 32-bit version now that I look at it. Don't know why though, I have a 64-bit machine.

i think I just really wanted to download and a lot of the time, when I try it says "Server busy or per-user connection limit exceeded." until I download something else on the page and THEN click on it.
AVG says the file is safe though.

EDIT: I turned CyberCapture back on and it seems to be working OK.

This post has been edited by darkprince227: 27 July 2018 - 12:20 AM

0

User is offline   Phredreeke 

#5903

View PostTerminX, on 26 July 2018 - 01:25 PM, said:

Did you download the 32-bit version or the 64-bit version?


How about adding an alert (that can be optionally disabled) when you run the 32-bit version on a 64-bit OS?
0

User is offline   TerminX 

  • el fundador

  #5904

View PostPhredreeke, on 27 July 2018 - 03:56 AM, said:

How about adding an alert (that can be optionally disabled) when you run the 32-bit version on a 64-bit OS?

It doesn't have anything to do with that... it has to do with the 32-bit version of the classic software renderer making somewhat extensive use of self-modifying code that Ken wrote by hand in x86 assembly. From the virus scanner's point of view, there is little to no distinction between this sort of thing and what certain kinds of nasty malware may do to try and obfuscate its behavior.

This is one of the reasons there is no 32-bit version of Ion Maiden.
1

User is offline   Phredreeke 

#5905

I know it won't help antivirus alerts, but it would help with people who unknowingly download the wrong version :(
1

User is offline   Player Lin 

#5906

View PostPhredreeke, on 27 July 2018 - 12:03 PM, said:

I know it won't help antivirus alerts, but it would help with people who unknowingly download the wrong version :unsure:



No, the real help is sent the exe file to those antivirus companies(whose AV program detected) and complain about these kind of false alerts to them I think...

Unless someone already did and they don't give a shit... :(

This post has been edited by Player Lin: 27 July 2018 - 10:05 PM

0

User is offline   Romulus 

#5907

I remember back in the olden days McAfee used to flag DUKE3D.GRP as a virus.
0

User is offline   Phredreeke 

#5908

View PostPlayer Lin, on 27 July 2018 - 10:04 PM, said:

No, the real help is sent the exe file to those antivirus companies(whose AV program detected) and complain about these kind of false alerts to them I think...


Of course false positives are a problem. But even without them, running the 32-bit version on a 64-bit system is suboptimal. I did so myself for the longest time without realising it
0

User is offline   necroslut 

#5909

View PostPlayer Lin, on 27 July 2018 - 10:04 PM, said:

No, the real help is sent the exe file to those antivirus companies(whose AV program detected) and complain about these kind of false alerts to them I think...

Unless someone already did and they don't give a shit... :(

But EDuke32 gets several new versions a week... wouldn't it just repeat with each new release?
0

User is offline   Player Lin 

#5910

View Postnecroslut, on 28 July 2018 - 07:21 AM, said:

But EDuke32 gets several new versions a week... wouldn't it just repeat with each new release?


Normally it should be fine just a verison of EDuke32 should work fine for analyzing, based what TX was said, but I'm not expert of AV so I'm not sure. I don't think those problematic code will keep changes on every version of EDuke32, if it does, then I can only suggest keep sent them the new files (still detected) or just change your AV software if it acting too sensitive. The world is already so sensitive I don't need my AV keeping to do the same shit to me so often.


Better keep bother the AV's support team/devs if still want using the AV and EDuke32 the same time if you ask me. :(

This post has been edited by Player Lin: 29 July 2018 - 01:38 AM

0

User is offline   Phredreeke 

#5911

View PostPlayer Lin, on 29 July 2018 - 01:28 AM, said:

Better keep bother the AV's support team/devs if still want using the AV and EDuke32 the same time if you ask me. :unsure:


...or use the 64-bit build :( (sorry if I'm starting to sound like a broken record)
0

User is offline   Forge 

  • Speaker of the Outhouse

#5912

or just add eduke32.exe to the av exception list so it'll stop alerting every time you run it, and move on

This post has been edited by Forge: 29 July 2018 - 05:14 AM

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#5913

All good points. I agree with the idea of putting a popup notice on the screen if you're running the 32-bit version on 64-bit OS's. A lot of people are stupid and ignorant of these things.
0

User is offline   Jblade 

#5914

I'm getting a "ERROR: Too many objects in cache! (cacnum > MAXCACHEOBJECTS)" crash on certain level loads...normally if I do a few consecutively; is this due to the cache size being set too low or too high? it's set to 262144 currently; but I also got crashes with double that.

Here's the log, there was literally about 9000 lines of similar error messages which I didn't include:
Spoiler


This post has been edited by Jblade: 29 July 2018 - 10:16 AM

1

User is offline   Mark 

#5915

Looks like its long overdue to run Mapster scripts and find out what assets are not being used and delete them. You couldn't pay me enough to do it. :(
0

User is offline   necroslut 

#5916

I noticed that there's an "alternate weapon" keybind now - a carryover from Ion Maiden, I assume... Does that mean we're finally getting proper support for defining new (more than 11) weapons?

This post has been edited by necroslut: 31 July 2018 - 03:36 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #5917

View Postnecroslut, on 31 July 2018 - 03:35 PM, said:

I noticed that there's an "alternate weapon" keybind now - a carryover from Ion Maiden, I assume... Does that mean we're finally getting proper support for defining new (more than 11) weapons?

It's for the Duke 64 mod. In Duke 3D it functions for the Shrinker and Expander.
1

User is offline   necroslut 

#5918

View PostHendricks266, on 31 July 2018 - 03:49 PM, said:

It's for the Duke 64 mod. In Duke 3D it functions for the Shrinker and Expander.

Yeah, I noticed it worked with the Expander. It seemed weird to include a special keybind just from toggling between those two weapons though.
So, does that mean "no"? Just a special keybind for mods to use without overwriting an existing one?
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User is offline   Hendricks266 

  • Weaponized Autism

  #5919

The idea is modeled after a similar bind that was added to SWP. Such a bind would be useful for any Build game that has multiple weapons or weapon modes per numeric key slot, including new games.

This bind functions correctly as-is. It is not part of anything larger, though it will work well with whatever ends up being implemented in the future.

I am irritated by "finally".
2

User is offline   necroslut 

#5920

View PostHendricks266, on 31 July 2018 - 03:57 PM, said:

The idea is modeled after a similar bind that was added to SWP. Such a bind would be useful for any Build game that has multiple weapons or weapon modes per numeric key slot, including new games.

This bind functions correctly as-is. It is not part of anything larger, though it will work well with whatever ends up being implemented in the future.

I see. Yeah, SWP/Redux came to mind, but Shadow Warrior has five guns like that and Duke only one, so it seemed a bit overkill if just for Duke - which I assumed it was related to IM.

Quote

I am irritated by "finally".

Uh, why? :( Such functionality has been mentioned as being, not in development or really planned AFAIK, but as wanted and on the horizon somewhere. Since it didn't have it already, but it would be welcome to have it, that would make it "finally".
"Finally" doesn't necessarily mean "I can't believe you assholes let us wait this long!".

This post has been edited by necroslut: 31 July 2018 - 04:19 PM

1

User is offline   Phredreeke 

#5921

I requested that feature. Duke64 has three weapons with different forms of ammo in addition to the shrinker/expander
0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#5922

It's not just for mods. I add features to Eduke32 as if it supported all Build games.
1

User is offline   necroslut 

#5923

View PostPhredreeke, on 31 July 2018 - 04:48 PM, said:

I requested that feature. Duke64 has three weapons with different forms of ammo in addition to the shrinker/expander

Yeah, I forgot the port/mod allows you to switch between ammo types manually unlike the console version.

View PostFox, on 31 July 2018 - 04:52 PM, said:

It's not just for mods. I add features to Eduke32 as if it supported all Build games.

Makes sense then.
0

User is offline   Danukem 

  • Duke Plus Developer

#5924

View Postnecroslut, on 31 July 2018 - 03:35 PM, said:

I noticed that there's an "alternate weapon" keybind now - a carryover from Ion Maiden, I assume... Does that mean we're finally getting proper support for defining new (more than 11) weapons?


I guess it depends on what you mean by "proper support". It's a royal pain to hook additional weapons into the existing structures, especially when shoehorning in new weapon switch logic so that all the added weapons work correctly with the next/previous weapon keys. BUT, for anyone willing to put in the work, it's quite possible to ignore the hardcoded structures entirely and make your own system with an unlimited number of weapons, or any system you like. One could argue that providing gamevars and all the other fundamental features needed to make a new system from scratch is all the proper support that we could ask for.
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User is offline   necroslut 

#5925

View PostTrooper Dan, on 31 July 2018 - 05:41 PM, said:

I guess it depends on what you mean by "proper support". It's a royal pain to hook additional weapons into the existing structures, especially when shoehorning in new weapon switch logic so that all the added weapons work correctly with the next/previous weapon keys. BUT, for anyone willing to put in the work, it's quite possible to ignore the hardcoded structures entirely and make your own system with an unlimited number of weapons, or any system you like. One could argue that providing gamevars and all the other fundamental features needed to make a new system from scratch is all the proper support that we could ask for.

I know it's possible, I've played around with that myself and I'm not complaining But I'm pretty sure Hendricks or TX have talked about implementing a simpler way to add more weapons, I even seem to remember the word "proper" being used.

Well, at least we have been saved from Doom wads with 10 guns per slot...
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#5926

Nvm

This post has been edited by December Man: 16 August 2018 - 03:14 PM

0

User is offline   spacekebab 

#5927

has anyone else had trouble with the forcesetup = 1 param (in the config) with the last few builds?
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#5928

I've been getting out of memory CTDs after attempting to load a game with my mod on the newest eDuke32 versions: 20180903-6976 and 20180906-6978. On 20180809-6969 it works fine.

This post has been edited by December Man: 06 September 2018 - 02:50 PM

0

User is offline   Danukem 

  • Duke Plus Developer

#5929

View PostDecember Man, on 06 September 2018 - 02:50 PM, said:

I've been getting out of memory CTDs after attempting to load a game with my mod on the newest eDuke32 versions: 20180903-6976 and 20180906-6978. On 20180809-6969 it works fine.


That's interesting. I have never experienced this problem myself, but I have seen similar reports from players on Mod DB regarding Alien Armageddon, and in those cases it is 6969 that is being used.

I think there was a recent change in which compiled script is no longer included in saved game files, and it may have something to do with that.
0

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